Cissia
Rank S

Cissia

Electric Attack Tier S Released · ver 2.7

An Electric sub-DPS: dishes out steady Electric damage, buffs herself, and grants CRIT DMG to other Electric agents in a mono-Electric team.

Updated for version 3.0 · 03/07/2026
30-second summary

Tier S · Attack · Electric. BiS: Serpentine Seeker. An Electric sub-DPS: dishes out steady Electric damage, buffs herself, and grants CRIT DMG to other Electric agents in a mono-Electric team.

Base stats
Level 60, max promotion (computed from game data)
HP7,673
ATK863
DEF606
Impact93
CRIT Rate5%
CRIT DMG50%
Recommended build

Best W-Engines

Recommended Drive Discs

4pc Thunder Metal pushes Electric DMG, 2pc Woodpecker adds CRIT Rate for her hit-dealing loop.
A CRIT-heavy route for when you're already flush with Electric DMG — 2pc Branch & Blade Song adds CRIT/ATK.
Stat priority

4: CRIT Rate / CRIT DMG · 5: Electric DMG · 6: Energy Regen (feeds her DEF-ignore Core Skill)

Priority: CRIT Rate > CRIT DMG > Energy Regen > PEN Ratio > ATK%

Skill priority: Core Skill > Special / EX Special > Basic Attack > Chain Attack > Assist > Dodge

Recommended teams
Mono-Electric
Cissia
Cissia
Trigger
Harumasa Electric
Cissia
Cissia
Harumasa
Harumasa
Quick verdict

Worth leveling if you run mono-Electric — Cissia is a quality Electric sub-DPS/buffer who both deals damage and hands CRIT DMG to the carry. On her own she's no hyper-carry, so don't expect her to main-DPS a team; her biggest value is pairing with Seed / Harumasa / Soldier 0 - Anby.

Stat targets

Level 60 targets: in-menu base ATK ~1,650+; target Crit Rate ~57–58% (about 11–12 disc rolls) — BECAUSE with her signature Serpentine Seeker equipped her in-combat Crit Rate reaches ~100%, maximizing consistent damage; Crit DMG ~120% on the sheet (Core Skill adds ~50% → ~170% in combat). Aim for Energy Regen ~3.6+ (slot-6 main) because her Core Skill's DEF-ignore scales with Energy and needs enough ER to hit the ~25% DEF-ignore cap. No PEN needed (she deals no Physical). Substat priority: Crit Rate = Crit DMG > ATK% > Energy Regen. WITHOUT the signature: add other Crit Rate sources and aim for higher ER.

Rotation & combos

1) OPENER: bring Cissia on-field; she starts with 3 Venom (M1: 6). Use Basic / EX Special to apply Corrode Bone to the enemy — this immediately opens her Electric buff: Electric DEF-ignore + Crit DMG for the whole team (herself included). 2) SWAP to your Electric carry (Seed / Harumasa): Cissia keeps dealing Electric damage from the backup while consuming Venom, and Corrode auto-triggers every ~5s (1 Venom) to hold the debuff. 3) LOOP: refill Venom via enhanced EX Special (~3 Venom), 4th Basic (~2), Chain/Ultimate (~3 each). When Venom is plentiful, bring Cissia out for 'Snake's Kiss' to dump excess Venom for a big hit, then quick-swap. 4) ULTIMATE: grants Venom + opens a buff window; use it to refresh the debuff then repeat from step 2. Core principle: ALWAYS keep Corrode Bone present on the enemy so the Electric buff never drops.

Mindscapes — how far is worth it?
M1 Worth it

The ideal and highest-value stopping point (both recommend STOPPING AT M1). Enter combat with 6 Venom instead of 3, her DEF-ignore is upgraded to 140%, and she grants the team an extra 5% Electric RES ignore. Starting with 6 Venom lets her use her hold (charged) Basic from the very first second — much faster daily/clear speed and her Electric buff comes online instantly. This is the single best quality upgrade; F2P should aim squarely for M1.

M2 Situational

Break now refunds extra Venom, and Basic Attack DMG +35%. Smooths her Venom economy and raises output when Cissia is on-field — but this is already the tier aimed at carry setups, no longer needed for most players. Worth it if you push Cissia toward being a genuine half-DPS.

M3 Low value

All skills +2 levels. A flat numeric bump with no gameplay change — low value, just a stepping stone to M4.

M4 Situational

Converts her 'Resolve' state into a Venom-FREE Corrode Bone. A meaningful resource efficiency gain — easier debuff uptime and freed-up Venom to save for bursts — the second most practical upgrade after M1, but still whale territory.

M5 Low value

All skills +2 levels again. Still just flat numbers, a bridge to M6 — low value.

M6 Situational

Every team member's attacks now auto-trigger the Venom-consuming Corrode Bone. Maintaining the debuff/Electric buff becomes nearly automatic, very convenient for premium comps — but whale-only; regular players stop at M1.

Pros
  • Attacker + Buffer hybrid: she deals Electric damage while granting the team Electric DEF-ignore and a big Crit DMG buff — a 'double-attacker' that fills both a sub-DPS and an Electric-support slot.
  • Off-field damage: consumes Venom to attack even while benched, keeping buff uptime high without stealing on-field time from the carry.
  • Great for dailies & clears: with signature/M1 she can open with her hold attack, giving high clear speed; F2P-friendly and easy to pilot.
  • Easy Crit threshold: with her signature, in-combat Crit Rate hits ~100%, easing Crit-Rate farming pressure compared to many other DPS.
Cons
  • Not a solo hyper-carry: her biggest value comes from pairing with an Electric carry (Seed/Harumasa/Soldier 0-Anby). Without a main Electric carry she's awkward to slot.
  • Electric-locked buff: her DEF-ignore and Crit DMG only apply to Electric damage, so she essentially demands a mono-Electric team — less flexible than an off-element buffer.
  • Relies on her signature Serpentine Seeker to reach the Crit-Rate and DEF-ignore ceilings; on substitute engines you must compensate with extra Crit/ER and her power drops noticeably.
Recommended Bangboo
Plugboo — Electric bangboo (Kachako) that builds Electric Anomaly quickly and tr... Officer Gulliver — S-rank bangboo that directly boosts damage dealt, a strong generic pic...
Endgame mode fit
Shiyu Defense

Excellent in Shiyu Defense: run her with a single-target Electric carry (Seed or Harumasa + a Stunner like Trigger/Rina) — her Electric DEF-ignore + Crit DMG buff piles heavy burst into the stun window, letting a mono-Electric side clear quickly. Confidence medium-high: 3.0 guides exist but score data is still fresh.

Deadly Assault

Also solid in Deadly Assault with a mono-Electric team keeping the Corrode debuff up on multiple high-HP foes; needs a strong enough Electric carry (Seed/Harumasa) to leverage her buff. As a new agent, top-score data is still thin — medium confidence, assessment inferred from kit + 3.0 guides.

Skills
Basic Attack3

Basic Attack: Tongue Flick
Press to activate: Launch up to four attacks forward, dealing Electric DMG. When the 4th hit lands, gain 2 points of Venom. Hitting a Stunned enemy grants an additional 1 point of Venom.

Basic Attack: Serpent's Kiss
With Serpentine Shadow, hold to launch: Cissia leaps into the air and locks onto a target, then slams down, dealing Electric DMG to enemies in the area. While locking on, continue to hold and drag the to extend the lock-on duration and freely control the landing position. For every 6 points of Venom gained, gain 1 stack of Serpentine Shadow, stacking up to 3 times. Upon entering the battlefield, gain 1 stack of Serpentine Shadow. Using this skill consumes 1 stack of Serpentine Shadow. Upon hitting an enemy, all Venom is consumed to trigger Corrode Bone. Upon activating this skill, a Quick Assist is triggered. Character is invulnerable while using this skill.

Corrode Bone
Deal Electric DMG to nearby enemies. Each trigger increases CRIT Rate by 6% for 15s, stacking up to 3 times. Repeated triggers refresh the duration.

Dodge3

Dodge: Slither
Press to activate: A quick dash dodge. Character is invulnerable while using this skill.

Dash Attack: Bite Mark
Press during a dodge to activate: Dash forward with a swift slash, dealing Electric DMG.

Dodge Counter: Bite Back
Press during a Perfect Dodge to activate: Leap forward and perform a sweeping attack upon landing, dealing Electric DMG. Character is invulnerable while using this skill.

Assist3

Quick Assist: Alarm System
When the active character is launched, press to activate: Leaps forward and performs a sweeping attack upon landing, dealing Electric DMG. During this skill, you can quickly chain into Special Attack: Bared Fangs, EX Special Attack: Venomous Bite, and Basic Attack: Serpent's Kiss. Character is invulnerable while using this skill.

Defensive Assist: Extra Prison Rations
When the on-field character is about to be attacked, press to activate: Parries the enemy's attack, dealing massive Daze. Character is invulnerable while using this skill.

Assist Follow-Up: Partners in Crime
Press after a Defensive Assist to activate: Unleash a series of downward smash attacks, dealing Electric DMG. Character is invulnerable while using this skill.

Special Attack2

Special Attack: Bared Fangs
Press to activate: Launches a long-range snake bite forward, dealing Electric DMG. Anti-Interrupt level is increased while using this skill.

EX Special Attack: Venomous Bite
With enough energy, press or hold to activate: Unleash multiple long-range snake bites forward, dealing Electric DMG. Grants 5 Energy when the move is used. When activating by holding, consumes additional Energy. For every 20 additional Energy consumed, unleash 1 extra strike that deals Electric DMG, up to a maximum of 60 additional Energy. After activating by holding, gain 3 Venom. For every additional 20 Energy consumed while holding, gain 1 more Venom. After using this skill, it can be immediately followed up with the 4th hit of Basic Attack: Tongue Flick. A Quick Assist is triggered when this skill hits an enemy. Character is invulnerable while using this skill.

Chain Attack2

Chain Attack: Gang Operation
When a Chain Attack is triggered, select the character to activate: Launch multiple attacks ahead, dealing massive Electric DMG. After using this skill, gain 3 Venom. A Quick Assist is triggered when this skill hits an enemy. Character is invulnerable while using this skill.

Ultimate: Ophidiophobia
When Decibel Rating is at Maximum, press to activate: Deliver a downward smash in front, dealing massive Electric DMG. After using this skill, obtain 3 Venom. After using this skill, activate Ether Veil: Cold-Blooded, lasting 30s. All squad members' CRIT DMG increases by 5% for the duration. Re-activating Ether Veil: Cold-Blooded a second time will first deactivate the active Ether Veil: Cold-Blooded. A Quick Assist is triggered when this skill hits an enemy. Character is invulnerable while using this skill.

Core Skill2

Core Passive: Fatal Concoction
Upon entering the battlefield, gain 3 Venom. In Investigation Zone mode, this effect can trigger once every 180s. While possessing Venom, consume 1 Venom every 5s while in combat to trigger Corrode Bone, dealing Electric DMG. With Venom, the squad's Electric DMG ignores 3% of enemy DEF. If initial Energy Regen is higher than 1.4, for every additional 0.12 above that threshold, an additional 0.52% of the enemy's DEF is ignored, up to a maximum of 12.88% of enemy DEF. This effect lasts until 30s after Venom is depleted. Corrode Bone deals additional Electric DMG equal to 227% of ATK. When there are 1/2 Electric characters in the squad, the Daze dealt by Corrode Bone increases by 40%/60%. When gaining Venom, every 1 excess point of Venom triggers Corrode Bone once.

Additional Ability: Festering Venom
When another character in your squad is a Stun character or shares the same attribute: While possessing Venom, increases all squad members' CRIT DMG by 40%, with Cissia gaining an additional 10%. The effect lasts until 30s after Venom is depleted.

How to read this build page

Every Agent build page has 4 parts: a stat table by level, W-Engine/Drive Disc suggestions, a Mindscape roadmap, and recommended teams. Read them in that order — stats tell you "what you need", gear tells you "where to get it", Mindscape tells you "is it worth pulling", teams tell you "who to pair with". The section below explains how to read each part, and it applies the same way to every character on the site.

How to read the stat table and level

The stat table shows values at the ascension breakpoints (usually the final one, e.g. Lv60) — these are BASE stats with no gear added, useful for comparing Agents or checking whether you've ascended far enough. CRIT Rate and CRIT DMG are shown separately because they set the damage ceiling once Drive Disc substats stack on top. If your real stats are lower than the table, you likely haven't fully ascended or leveled yet — it's not a build mistake.

Why the W-Engine and Drive Disc picks make sense

Most Agents have a "signature" W-Engine designed for their exact role, plus a few cheaper standard-banner substitutes. Missing the signature isn't a dead end — most Agents keep most of their power with a well-matched substitute, just short by some amount of total damage.

  • Drive Disc sets (2pc + 4pc) are picked for the set effect that fits that Agent's playstyle (mono-element, Anomaly, stun, and so on).
  • Substats follow a priority that changes by role: Attack-type Agents usually chase CRIT Rate/CRIT DMG before ATK%; Anomaly-type Agents add Anomaly Proficiency to that mix; Stun/Support roles often value survivability or energy stats over pure CRIT.

These weights differ per character — follow the exact substat priority table above rather than applying one formula to every role.

Is Mindscape worth chasing

General rule: M0 (no duplicates) already clears the game's hardest content, even for S-rank Agents. Mindscape is a duplicate-fueled upgrade system, and each level costs more resources for a smaller power gain. For most Agents, the best value stop is usually M1–M2 (where some key effects unlock), while M6 is almost always for players chasing the absolute ceiling, not a requirement. Check the Mindscape section in the table above for that specific Agent's numbers.

Skill priority by role

There's no single order for every Agent, but the general pattern by role is:

  • Attack: level the main damage skill first (Basic or Special Attack depending on kit), Dash/Dodge last.
  • Stun: prioritize whichever skill builds Daze/Stun fastest, since the stun window is where the whole team dumps damage.
  • Support: prioritize buff or energy-generating skills over personal damage — this role's value comes from lifting the whole team.
  • Anomaly: prioritize the skill that stacks anomaly buildup, since most of the damage comes from the triggered effect, not the direct hit.

Always level the Core Skill steadily alongside the rest — it's a baseline stat that affects the whole rotation, not just one move.

Where to dig deeper

This section only teaches you how to read the page — for deeper comparisons, use the dedicated tools:

  • Tier list to see where this Agent stands against the full roster.
  • Teams for full in-game comps, including Bangboo and rotation order.
  • Disc score to check how your current gear scores against the benchmark.
Agents of the same attribute
Cissia FAQ
What is the best W-Engine for Cissia?

Cissia performs best with Serpentine Seeker. See alternatives and required stats in the Gear section above.

Is Cissia worth pulling?

Worth leveling if you run mono-Electric — Cissia is a quality Electric sub-DPS/buffer who both deals damage and hands CRIT DMG to the carry. On her own she's no hyper-carry, so don't expect her to main-DPS a team; her biggest value is pairing with Seed / Harumasa / Soldier 0 - Anby.

What is the best team for Cissia?

Cissia works best in the Mono-Electric team. Full members and rotation are in the Teams section.

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